The Jabberwock is a strange dragon-like creature, with a long neck, bulging eyes, rodent-like incisors, and wide, grasping humanlike hands. The Jabberwock is a herald of intoxication. Where it passes, things behave drunkenly. Those who meet it are permanently altered. Perhaps there is some link to the Idea Of Thorns, but the Jabberwock is not infected.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Intoxicating Aura. Observing the Jabberwock deals d4 damage to Intelligence each round. When a 4 is rolled for intelligence damage, or the Jabberwock scores a hit, roll for Ynnian Alterations (no save).
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Purple Haze (Recharge 5–6). The dragon shoots purple lightning from its eyes in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire/lightning damage on a failed save, or half as much damage on a successful one.
- Detect. The dragon makes a Wisdom (Perception) check.
- Tail Attack. The dragon makes a tail attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
If the purple blood of the jabberwocky is drunk, the creature is automatically returned to their home plane at the point they first left.